Right, I've had a look and it seems that the problem here is that you need to configure the Android SDK, I havent a clue what mind, lol, but, what I've done to my SDK in the past is installing the newest components from Google, setup an emulator, as well as installing the USB connection driver whatsit... Which, I think, is what the problem is...

I setup my SDK through Eclipse, so, my guess is your best going to the Android site, go to the SDK installation instructions and follow them till you get to the point where you can create a AVD, as well as making sure while setting up you install the USB driver.

I'm on XP at the minute, but, can you see matchys screenie, where it says Configuration: [Debug], if you click the arrow, you should have release or something similar...

Basically, I do nowt special, just like what I mentioned above, I dont even change the 'Target Device Family' thingy that Matchy mentioned, just the signings... And mine works, and I can confirm my games run on an iPad because my older brother bought them for his.

Though, I have noticed matchy has his base SDK set at 3.2, where in xCode this is missing and I have to change that to 4.{x} (Cannot check exactly at the minute)

I'm on XP SP3, though, I dont know if you can remember the shenanigans with Vista and the minGW compiler path thingy me bob when you wanted to build modules in BlitzMax, maybe, just maybe, this is the same problem, or related!?!

Dunno Mr T, The only thing I've added was the JAVA_HOME thing, and it all worked... I have had my computer setup for Android development for ages mind... I'll have a peek and see if I can track it down!

Yeah, when it asks where you want to install it, remove the brackets in the file path and setup so it looks like C:\Program Files\GLBasic_beta, install as usual and you'll have a shadow copy running alongside your proper install.

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However, it is in both the local and system PATH settings (and I can run java.exe directly from the command line) :

- no music (Music is mp3)- sound is fine- file system stuff seems to work- mouse commands seem to be grafting

Though, my original code base is based on 320x480 for iOS, now, when I add this to project settings to match the original, and load it onto my phone, it doesnt scale to suit the whole of the devices screen... I used a library once called libgdx which is an Android based one, and basically, when I was using it, I just emphasised 320x480 in the init code and the engine scretched to suit...

Is there any you could implement such a scaling feature behind the scenes Gernot, which obviously doesnt just scale the screen, but also handles touch events too?

This would be a bit of a boon IMO, because if I have to convert this manually, as well as Logic Battleships, I'll be suicidal

I only released Nags Heed Darts a couple of weeks ago and done nothing special with it in xCode, just cloned the release config, changed the certificate in that to Distribution, changed the signing thing to "Any OS" (Or whatever its called), built/archived->Submitted->Done!!!

Everyone in the Nags Heed loves a game of darts, from the barman to the pub cat, though, they love nothing more than seeing a new face who seems to think they can throw a decent arrow.So much so, that, they thrive on showing strangers how good they are on the oche, so when a new player rolls through the doors, they stage a special 'Nags Heed Tournament'™Grab your pint, take a sip, then step up in front of that dartboard and show them who's boss, and if you win, there may be a free jar of the good stuff in it for your troubles.